Terraforming

What about those planets >13 PQ

In Galciv I and Altarian Expansion pack we have the technology Terraforming, really it comes way too late during the game and this should be one of those primary technologies that allow the development and use of those planets with PQ below 13, specially this will be very helpful when you play with the rare option of how many planets per galaxy, have the developers thought about of changing terraforming to be one of the primary technologies???
17,353 views 23 replies
Reply #1 Top
When that tech or techs come in, we do not know. That's what beta testing is for.
Reply #3 Top
ansformable.
Reply #4 Top
Well if there is a ocean world, how about building floating structures that will allow you to create facilities to exploit the ocean resources.
Reply #5 Top
s could be bigger). Just a thought.
Reply #6 Top
nihabited planets in the galaxy...? Will there be unihabitable planets that are filled with lava, or mephane gas, etc.? maybe i'm not catching the drift here, but that's how i've interpreted this new strategy.
Reply #7 Top
How about a "fishing fleet" planet upgrade? It may only be a few percent of the earth's food supply, but it could make a large difference to those borderline planets.
Reply #8 Top
ons. Just my thoughts...
Reply #9 Top
I think you should be able to build on/in oceans as well. It would give a welcome change from building on the ground all the time, and add uniqueness to each planet.
Reply #10 Top
ust decrease the number of tiles overall - it make no sense to have a gaia type planet and have 75% of the tiles unusable at your highest tech level.
Reply #11 Top
ut quarries, dumps, parks, lakes, gardens, marinas, shopping malls, private land (industry, commercial, residential, recreational), fishing quotas, whaling protection, and so on...

Paul.

Paul.
Reply #12 Top
arvesting the bottom of a deep sea looks like a bigger challenge to me than sending ships trhough space (think very very very huge pressure).
Reply #14 Top
tell us that some worlds can use all tiles, but not all worlds. 6 x 6 grid or 6 x 8 grid? Which do you think?
Reply #15 Top
bigger squares can help to avoid micromanagement.
Reply #16 Top
, and then complain about the level of realism on some other point, perhaps I need a cup of coffee!

Not directed at anyone in particular -- I've done the same thing.
Reply #17 Top
Very true, AngleWyrm. Now, "Fun" always makes for a good point. However, what some people find "fun" others sometimes finds "tedious". Something we need to keep in mind (myself included).
Reply #18 Top
Terraforming in GC2 matters a lot more because it will allow you to turn useless tiles into usable tiles. We'll probably have it be in a lot earlier in the actual game.
Reply #21 Top
) or whatever.
Reply #22 Top
I'm a natural fiddler, and would like to be able to micromanage some of my planets, including terraforming, but at the same time I dont want to be forced to micromanage. After playing a few turns of GC2 I have come to the conclusion that I prefer not to worry about where to put what on a planet, that includes witch tiles to terraform. From the limited number of turns I have been able to play I canot yet say how many tiles should be on a planet, but I'd prefer generic tiles. Let the tech level deside witch tiles are usable/terraformable, but keep them generic. One thing I hated in MoO3 was that I constantly had to force my governers to build farms in farming country, mines on resouce rich land, etc..

As to realism, forget it, go for the fun factor, and I do believe the better planets should aproach a 100% tile-usability. Oh and orbital tiles would be cool, if there are gameplay reasons for implementing them, having them as space-extenders alone would not be of much use.

What it all bouls down to is, give us a small number of generic tile types: Land, sea, space, and unusable. Special resources on planet would be ok as well.
Reply #23 Top
range extenders has anyone still asking for them put suport on a ship that has the same role as low class worlds but costs less in the long run.

sorry if i sound rude but it seems odd using the GC1 strat when all you need is a couple of support modules and the range is much larger.

as an example a basic colony ship is range 1 without support but with 1 support it becomes range 6 (both are self made ships), I have made range 11 speed 3 colony ships and they are cheaper than the standard ship with only 1 colony pod